Squeezing more power from the UA Smiter

Jeydra

Forge Runner

Join Date: May 2008

The base build is this one:

16 Smiting Prayers
10 Divine Favour
9 Command

Unyielding Aura [E]
Reversal of Damage
Smite Condition
Smite Hex
Smiter's Boon
"Fall Back!"
Castigation Signet
Divine Healing

I want to keep:

1. Unyielding Aura - this skill is more powerful than all the other hard resses in the game put together. The only other res that comes close is Sunspear Rebirth Signet and to a lesser extent Res Sig ...
2. "Fall Back!"
3. Some bar push. Neither Smite Condition nor Smite Hex are necessary, but the hero must still be able to output some pure healing.

For the rest, I just want as much damage as possible.

What's the best way to go about this? With only Mo/P or P/Mo as options and Smiting Prayers absurdly terrible for damage, would a P/Mo spearchucker with UA + Motivation skills deal more damage than a UA Smiter? Physical support is largely unavailable except Splinter Weapon. Does this work?

15 Motivation
9 Spear Mastery
9 Command
10 Leadership

Unyielding Aura [E]
Ballad of Restoration
Aria of Restoration
"Go For The Eyes!"
"Fall Back!"
Blazing Spear
Holy Spear
Signet of Synergy

I can spare up to two Superior runes on a Paragon main if necessary.

Spiritz

Forge Runner

Join Date: Apr 2007

DMFC

Look under smiting as you seem to have missed strength & honor which you would apply to any melee heros you have - it increases their damage output.
Someone else may be able to suggest over skills you may have missed - i rarely use monks in any of my teams.

Toraen

Ascalonian Squire

Join Date: Jun 2010

R/

If you aren't running melee (which I strongly suspect), I'd say smiting is pretty much a waste of time. Since not even RoJ is being used, why bother with smiting at all? An UA smite supporting nothing but casters is just a worse UA heal monk.

I'd be able to make better recommendations if I knew what kind of team this is trying to fit into, but if you're dead-set on having UA, Fall Back, healing and damage on the same character, it looks like you get to dust off General Morgahn. It seems like a really unfocused bar though, and I feel it would be better to distribute one or two of the roles to other characters if possible.

KotCR

Lion's Arch Merchant

Join Date: Jul 2008

[DVDF]

P/

Yeah, on first impressions I can see even on those two bars, you could get alot of extra milage if you'd just drop Fallback and give it to someone else. Take the points off Command on the Monk, and give him Spear Mastery and a Spear Attack or two instead.

Same deal on the Paragon. To fit into your guidelines as close as possible, you'd be better off dropping Command and grabbing Healing Prayers instead for Gift of Health as a modest heal, or possibly Signet of Rejuvenation if it turns out energy was a problem (which, with that bar, it could well be unless you microed UA to only activate it when you needed it, 1 energy regen doesn't go too far and the Chants will still cost you 5 energy a piece even with Leadership). Ballad of Restoration really isn't that great either, the healing is triggering by the enemy and not by you making it unreliable and causing your team members to at times not benefit from it, and the AI is pretty dumb with it and will use Ballad of Restoration when it should use Song of Restoration, and Song of Restoration when it should use Ballad of Restoration. Without Finale of Restoration and Mending Refrain, and the means to take full advantage of them (see Paraway teams), you'll be hard pressed to get any solid healing from Motivation, so you might want to look at an alternate approach.

Which is, on the Paragon, going the other route and dropping Motivation all together for a stronger Command stat and use "Never Surrender!" for some strong party healing over-time (it's far better than any of the Chants, and will heal upto 3x - 4x as much overall over the Chant's 20 second recharge), with a few points dropped into Healing for Gift of Health or Signet of Rejuvenation again for a single target heal. Never Surrender is easier on the energy too, costing you zilch with 10 Leadership.

But the truth is, without a phys-way styled team you'll probably have a relatively difficult time getting any Paragon or Paragon-esque character to deal high damage with their Spear due to the weak attack bonuses on Spear skills, lack of AoE, and the high AL of monsters in HM. Once again, your best damage options as a Paragon once again come from Command with "Find Their Weakness" for large armour ignoring damage and a deep wound, and Anthem of Envy for some extra armour ignoring damage for attack skill wielding allies in the team instead (including Spirits), which tends to be why it's the attribute line people stick to for their Paragon heroes, other than the obvious application of access to Fallback!. Spear of Lightning might be okay because of the armour penetration, and Blazing Spear because the degen from burning is basically armour-ignoring too, but that's it for the spear line really.

I'm going to echo the others are say I don't realy see a point in going Smiting if you aren't going to use a Smiting Elite or Strength of Honour though. You'd probably be better off just speccing in Divine Favour, Spear Mastery and Command exclusively, seems as you want to maintain access to Unyielding Aura and Fallback!. Then using Unyielding Aura + Divine Healing/Heaven's Delight plus the possiblity of some other random Divine Favour healing skill (like Signet of Devotion or Divine Intervention), alongside Never Surrender! from Command, for Healing, with Find Their Weakness!, Anthem of Envy, Burning Spear or Spear of Lightning (once again, depends how you plan to manage your energy) on the bar for damage.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Toraen View Post
Since not even RoJ is being used, why bother with smiting at all? This at least I can answer. Starting from the premise that you really, really want UA, the goal is to make something useful out of the other 7 slots on the UA bar.

The first instinct is to use a redbarup healer. Unfortunately, (1) UA bars do not make very good redbarup healers (their popularity among certain idiotic PvE constituencies notwithstanding), (2) the energy problems inherent in the build are exacerbated by the hero AI, and (3) you don't want to be spending an entire party slot on rez+redbarup.

So the next place to look is smiting. Maybe you can get rez+redbarup+dmg. Well, it turns out that (1) the damage is not all that great numerically, (2) the damage is almost entirely undirected, and (3) the redbarup isn't that fantastic either.

So, on to Plan C, maybe paragon stuff. Yeah, I've got to say I'm not very fond of the proposed build. I also doubt there's anything there to find, mostly for the reasons stated by KotCR.

So, how do you make a worthwhile build that includes UA? Damned if I know. I'm half inclined to say that one doesn't exist. It may well be that the real cost of UA is a completely gimped character slot.

[edit: offhand thought: Judge's Intervention is kinda funny in the context of a minion bomber, but the hero AI doesn't spam it enough.]

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Not entirely accurate. The main issue is that a dedicated healer is just not necessary; the UA hero is quite comparable to any other dedicated healing hero. You want some red bar, but not much.
Since I know Jeydra is comfortable with a low amount of defense past the spirits and minions, the rest of it might as well be damage. A smiting bar is the natural pick, but it's also a really bad hybrid option, as you said (which is weird, given Smiting Prayers is dedicated to that sort of role).

My immediate thought was to use a Rit hero; a Rt/Mo could slot in UA as the elite and simply go as a Channeling/Resto hybrid; it's not great with the burned elite slot but it's probably better than the Smiting alternative. The main problem is the limitation to two Ritualists and lets face it, the SoGM and SoS bars take precedence.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Xenomortis View Post
Not entirely accurate. The main issue is that a dedicated healer is just not necessary; the UA hero is quite comparable to any other dedicated healing hero.
I agree that a pure healers is not necessary (at least not in the context of what Jeydra usually runs), but I also think that's UA's just not very good at that role in the first place. Either is reason enough to be dissatisfied. I guess it doesn't matter which reason you find more compelling.

Quote: In the case of damage, armor ignoring damage still wins most of the time, meaning domination magic usually is the best option, since pretty much anything in that line is armor ignoring ( not even mentioning that going mesmer secondary grants you access to great energy managment if needed).

But basically, this choice is heavily reliant on the rest of your team.
If you are in need of debuffs, curses ( and thus necro secondary) is the most logical choice, since it grants you enfeebling blood, one of the better debuff skills in the game. It also grants you cracked armor in the form of weaken armor if you rely on damage that needs to pass an armor rating check.

However, most damage these days comes from armor ignoring skills and sources, meaning weaken armor is not that powerful in this case.
Meaning that you would only go /N if you need the AoE weakness that bad.
Its an option if you can't slot it anywhere else, but in my opinion its the inferior option ( since you won't have the energy managment on this hero to cast some of the better curses hexes since their energy cost is quit heavy, especially when you only have 3 pips of energy regen).

Domination magic seems to be the most logical choice if you are opting for straight damage.
Its damage is mostly armor ignoring, the skills are relatively cheap, mesmer secondary grants you much needed energy managment, and several domination magic spells grant some defensive help as well ( things like mistrust can save you from that one painful AoE spell while dealing a load of damage at the same time).

Channeling magic can work, but you will probably have to tailor your team a bit for it to get the most out of it.
The most logical choices if opting for Rt secondary would be splinter weapon, ancestors rage, and lamentation. Ancestors rage's damage needs to pass an armor check, but its targeted AoE, cheap cost, and a low recharge, giving your overall DPS a good boost.
Lamentation once again relies heavily on your team setup.
If you bring spirits, its a great skill. it gives AoE damage, and its a cover hex at the same time. its recharge is decent, but it will not drain your energy because the hero won't be able to spam it. But since this skill should only be used in combination with spirits anyway you can always opt to slot spirit siphon somewhere, meaning the hero can spam whatever he wants without problems.
But ( as always ), the main reason to pick channeling is still, and always will be, splinter weapon.
Its low cost, low recharge, and massive AoE damage potential makes it way to awesome of a skill not to bring.
Even if you do not have a single physical character it can be used to boost your damage.
The AI actually WILL cast it on minions ( if you bring those ), and since enemy mobs usually ball around minions a bit.. the splinter weapon will trigger often enough to justify a place on your team.
And even if not bringing an MM, equipping shield+spear sets on your heroes will allow for some great auto attack AoE.

So, my opinion in short:

Good , simple, fire and forget: /Me Domination magic

Great, but relies heavily on the team and how much you want to tweak the team around it: /Rt Channeling magic

Inferior option and should only be brought when not needing anything else or in desperate need of melee debuffs: /N Curses.

Gabs88

Desert Nomad

Join Date: Jan 2011

IMO a cross spec Me/Mo with Illusion + Domination skills like

Wandering Eye, Signet of Clumsiness, Accumulated Pain, Spiritual Pain, Unnatural Signet and UA with energy management of choice should work alright.

Or cross-spec UA+Illusion/Domi+Smite skills.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Khomet Si Netjer View Post
hey jeydra, you may want to try this out, best UA build i have come up with so far. pros are UA (obviously) and amped-up divine healing and heaven's delight, this one hero lets me stand in heavy degen (e.g. The Deep) all day long and she regains energy while doing it. she has mass hex removal and can remove a stack of four hexes at once. she also has a power heal of ~230. this is a natural counterpart to the channeling/restoration rit with MB&S, the rit removes stacks of conditions and the monk removes stacks of hexes. on the negative side, she does not have any damage at all but does bring mass enchant removal. i think i'd go with kaida's suggestion and put fall back on one of your mesmers.

http://wiki.guildwars.com/wiki/User:...nyielding_Aura We're not aiming at the same thing however - you're going for a purely defensive bar, which I do not want to use. I've gotten away with UA + Divine Healing + Heaven's Delight so far, so no real reason to change. About the stack of hexes thing, I've noticed that the most dangerous / worst hexes (VoR, Shared Burden ...) tend to be best removed by Hex Eater Signet, so I think Deny Hexes is rather unnecessary.

I'm not putting Fall Back on my Mesmers because of the need to quadspec, plus the need to strain their energy pool further. Yes Inspiration goes some way to helping that out, but Domination Magic has no lack of useful skills and missing the 10-point FC breakpoint hurts too. As for RoJ, UA >>>>> RoJ with my playstyle.

This is what I've been using so far ...

Divine Favour 13 (mainly because I haven't found any Superior Divine runes, they may not be necessary and maybe even inferior though)
Domination Magic 11
Inspiration 8

Unyielding Aura [E]
Divine Healing
Heaven's Delight
Shatter Hex
Unnatural Signet
Shatter Enchantment
Cry of Frustration
Waste Not, Want Not

The hero's generally fine on energy (a bit strangely), don't know if the bar can be improved though.
My immediate thought was to use a Rit hero; a Rt/Mo could slot in UA as the elite and simply go as a Channeling/Resto hybrid; it's not great with the burned elite slot but it's probably better than the Smiting alternative. The main problem is the limitation to two Ritualists and lets face it, the SoGM and SoS bars take precedence. The other problem is going to be energy. My Channeling/Resto hybrids tend to rely on Siphoning off SoS. Take away those free spirits and replace them with -1 e-regen and I'm rather worried about its energy management.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Since there's no reason to maintain UA it should be disabled and simply used as 1/4s res when needed (a simple mouse click is easy enough as micro). Further energy costs depend on what you ask of the template and the circumstances it's put into.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

If you haven't got Mercs, yes, and that's what'd stop me pushing that template. I guess you could go Mo/Rt and forgo the runes, but that'd be clutching at straws.

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

@ Jeydra:
Unfortunately, that is the "top of the line" Mo/P bar. The sustained damage is crap, but for 99% of PvE, upfront burst will net you the fastest times for VQ's. Any sustained DPS will be brought by the rest of your massively offensive party, which I know you like to run.

The largest issue is that you've locked in your secondary, which eliminates a large portion of your e-management options, in turn, nullifying Hero viability.

If you opened up your secondary and fit "Fall Back!" onto another Hero in your party, you'll gain access to either Ritualist or Mesmer e-management. Now you can run a more "Hero-proof" bar.

I'm thinking about experimenting with Zealot's Fire after the Ele update. With the reduced monster armor and Cracked Armor, I think it'll be able to put out some decent damage (as decent as the smiting line gets, anyways). I don't run a Channeling Rit in my party, so something like this is possible:
Unyielding Aura
Divine Healing
Smite Condition
Smite Hex
Zealot's Fire
Ancestors' Rage
Splinter Weapon
Spirit Siphon

There are 4 skills that are cast on allies (and minions!) to rotate in the Zealot's Fire damage. I normally run Spirit Spam on my Necro, so the Hero will constantly be pulling energy in from Spirit Siphon, which should be hitting different Spirits each time due to my Summon Spirits spam. May or may not switch Divine Healing for Smiter's Boon; I'm really not sure if it'll be worth it or not. Keep in mind though, this is untested thus far, I'm just looking ahead.

Also, with the update, I'll probably be fitting a Searing Flames Ele into my party somewhere, so a bar like this would be an option for me:
Unyielding Aura
"They're on Fire!"
Glowing Signet
"Stand Your Ground!"
"Fall Back!"
Optional Skill
Optional Skill
Optional Skill
(Anthem of Envy for spirit spammers and e-management, motivation skills for healing, spear skills for damage)

In short, you ARE running the best UA Smiter that a Hero can "intelligently" run. Freeing up your secondary might give you some more options.

I'll lose some credibility with this statement, but I would ALMOST want to put UA on the minion bomber if it would free up the slot we are debating to better (and more damaging) options. It just feels like we are wasting an entire bar just to fit UA in somewhere.


@Cthon:
Siphon still works /w the communing Rit, if Jeydra is running one in their party.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Toraen View Post
If you aren't running melee (which I strongly suspect), I'd say smiting is pretty much a waste of time. Since not even RoJ is being used, why bother with smiting at all? An UA smite supporting nothing but casters is just a worse UA heal monk.

I'd be able to make better recommendations if I knew what kind of team this is trying to fit into, but if you're dead-set on having UA, Fall Back, healing and damage on the same character, it looks like you get to dust off General Morgahn. It seems like a really unfocused bar though, and I feel it would be better to distribute one or two of the roles to other characters if possible. This is the teambuild:

N/Mo AotL MM (AotL, Animate Bone Minions, BotM, Death Nova, Prot Spirit, Aegis, Putrid Bile, Masochism)
SoS Rit (SoS, Spirit Siphon, Painful Bond, Bloodsong, Spirit Light, MBAS, PwK, ARage)
SoGM (SoGM, Spirit Siphon, Pain, Anguish, Shadowsong, Disenchantment, Death Pact Sig, Fall Back!)
Invoke (Invoke Lightning, Shock Arrow, Lightning Orb, Chain Lightning, Air Attune, Aura of Resto, Fall Back!, GoLE)
Dom Mes x2 (ESurge, Mistrust, Shatter Enchant, Unnatural Sig, Power Drain, WNWN, Cry of Frustation, Spiritual Pain)
[Last slot]

I want the UA because UA is pretty damn strong indeed and (for me anyway) far and away the most powerful of the Monk elites. I also want Fall Back because I want three copies of it in the teambuild. With the Dom Mes bars crammed full already and already low on energy management, they cannot take a copy. An option would be to drop a Dom Mes for another Invoke with Fall Back, which works, but is slightly more fragile. Splinter Weapon support is available from the SoS Rit if needed. If UA has to go on a non-last-slot character, the person most capable of taking it is probably a Mesmer, but with energy already cramped it won't be cheap.

This isn't about VQs, because with VQs I just fill out the last slot with another Invoke Ele and let healing be damned.

What about:

14 Spear Mastery
12 Command
8 Leadership
10 Healing Prayers

"Never Surrender!"
"Fall Back!"
Heal Other
Unyielding Aura [E]
Blazing Spear
Holy Spear
"Stand Your Ground!"
Anthem of Envy

Energy might not work, might have to replace one of those shouts for "Go For The Eyes" ...

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

If it's not for VQ's, what content are you planning to do with the setup?

Edit:
While I'm asking, why not change one Mesmer:
Shatter Ench --> Drain Enchantment
Spiritual Pain --> "Fall Back!"

You lose some damage, but I feel like the options gained for your last slot would more than make up for it (like a Dom Mes with UA or a Hybrid Necro with UA?)

Just a thought.

Amy Awien

Amy Awien

Forge Runner

Join Date: Jul 2006

R/

The SS/curses necro from sabway was always lacking an outstanding Elite to bring. It's curses bar could still be useful (don't see it in your bars) and if you want you can give it Unyielding Aura as it's elite.

loopysnoopy

loopysnoopy

Lion's Arch Merchant

Join Date: Jun 2010

England

The Ministery Of Cookies (MC)

W/Mo

My UA smiter runs his bar like this:

Elite: UA

Skill2: Castigation Signet for a bit of energy management and some damage

Skill3: Divine Healing a cheap heal to cover

Skill4: Smite Condition

Skill5:Optional either Smite Hex or my favourite skill Hexbreaker Aria** costly on adrenalin but great if you can squeeze dark fury somewhere

Skill6: Optional again either "Can't Touch This", "Stand Your Ground" or to help on energy Blessed Signet or if melee Strength and Honour***

Skill7: "Never Surrender!" a cleaver spike heal if you get mobbed and your health drops below 75%

Skill8: "Fall Back!"

Template Code: Owkj4gQspOMEr/Fh6DAAA+4dMA

Runes as follows are:

Head: Divine with a superior rune on it 12+1+3
Chest: Survivor with highest vigor rune
Gloves Radiant with a minor Smiting rune
Legs: Survivor and Vitae
Boots: Either Radiant or Survivor and the rune either Vitae or Attunement

Weapon either a wand set a shield set or a high energy set up; note if using the high energy set up you won't need as much energy management.

***If using SoH on that bar change the position of the runes superior smiting for the head minor divine on the gloves lose some of the high powered UA and divine healing but you get an increase in the damage from the smiting stuff.

**Another note is if using Hexbreaker Aria a shield set up is best with a furious mod on the weapon of choice.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

As a primary paragon, I can tell you that the paragon heals are absolutely terrible. They aren't worth using at all. Paragon spear damage isn't good either, unless you're planning to invest in a multiple-paragon team (which you arn't). You would get a lot more damage out of smite condition/smite hex/Reversal of damage.

Then again I wouldn't run UA either, unless you're in the DoA. 7H teams are too powerful to be dieing anywhere else. I use RoJ on my smiter in my all of my 7H builds.

Morte66

Academy Page

Join Date: May 2008

UK

LF slightly hardcore UK/euro guild

Try putting UA on your bomber in place of AotL, and replace the smiter with another hero altogether. I always used AotL by default, but I've come to like UA bombers rather a lot.

Energy will be OK if you micro Prot Spirit, which I believe you do. I was worried that they wouldn't recast UA because they're too busy spamming Death Nova, but in practice the bomber keeps it up as well as the smiter.

I do miss AotL a bit, it's not a brilliant elite but it's still an elite, but getting a whole Ele/Mesmer/whatever in place of a smiter I never liked much is a very good trade.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Morte66 View Post
Try putting UA on your bomber in place of AotL, and replace the smiter with another hero altogether. I always used AotL by default, but I've come to like UA bombers rather a lot.

Energy will be OK if you micro Prot Spirit, which I believe you do. I was worried that they wouldn't recast UA because they're too busy spamming Death Nova, but in practice the bomber keeps it up as well as the smiter.

I do miss AotL a bit, it's not a brilliant elite but it's still an elite, but getting a whole Ele/Mesmer/whatever in place of a smiter I never liked much is a very good trade. Tried that out, it worked fine. Only problem then is though, I still need a Rt/P or Mo/P for that last slot (for the Fall Back + heal combination), which means I'm still stuck with a Monk primary, considering that both my Rits are already occupied.

Maybe after the Ele update the second Ele hero is more appealing and he can take Fall Back with it, which leaves a hero with heals + damage and both primary + secondary profession free ...

@Amy Awien, I've tried making Curses bars lots of times and they never worked out. Curses as a whole sucks outside of physical support, and I'm not running with physicals.

@Lanier, I very rarely wipe, but I do take occasional deaths, and when I take those deaths it's very obvious what UA is doing to prevent the wipe. UA provides such a good protective blanket that one can confidently overaggro groups knowing that no wipe will happen. RoJ is the only other competing elite, and although it's certainly viable, I am not balling foes with anything other than minions, EBVAS and spirits, and it does have a 2s cast that can stress out a second healer (especially since the other healer in the team has 3 heals only, with offensive skills to boot). I will claim UA the strongest Monk elite out there for heroes, and want one in my team, especially since all the other hard resses are unappealing and I can't have only 2 Death Pacts.

loopysnoopy

loopysnoopy

Lion's Arch Merchant

Join Date: Jun 2010

England

The Ministery Of Cookies (MC)

W/Mo

If I was you I'd stick with the Mo/P combo you don't need a lot of heals only a bit to take pressure off the main bit healer.

Use more of a command line as well for defence so you end with 3 command skills 1-2 smite and UA and heavens delight smiters boon also is great for RoF

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

Move the /P to a Mesmer:
Shatter Ench --> Drain Enchantment
Spiritual Pain --> "Fall Back!"
or even just keep Shatter for that matter, energy should be less of a concern with "Fall Back!" instead of SP.

Move UA to the Bomber.

Now you have a free slot for damage and heals.

The new Star Burst might be something to look at in a few days, as it will provide large AoE damage and Energy Returns. You can run /Rt or /Mo for heals on them as well.

That's the last I'll throw your way. I feel like there's a decent chance you are ignoring my posts anyways. Good luck!

Jeydra

Forge Runner

Join Date: May 2008

Bump this old topic ...

Assuming all I want now is a high-spec Unyielding Aura with some bar push (which is served by Divine Healing + Heaven's Delight for the moment, I might try Sig Devo and Divine Intervention if more turns out to be necessary), what is the best option for damage?

Channeling Magic (I don't have physicals though so Splinter is that much weaker)?
Curses (Weaken Armour will be useful, as will the enchant removal, not much left though)?
Domination Magic?

Net The Nabi

Frost Gate Guardian

Join Date: Sep 2008

USA/NJ/EST

[LoD] IGN: The Netnabi

A/

Dom magic can be nice considering Shatter Hex/Enchant being AoE. Spiritual Pain if going through content in factions or some eotn areas. Mistrust/Guilt are useful as mistrust pumps out rupts with aoe damage and guilt has e management, and Cry of Frustration could work in tandem with either.

I wouldn't go with curses, its too physical based.

If you're running a MM then channelling could work, but I've never been too fond of AR or SR. Most of the Mes skills are passive so you won't burn through energy even with UA up and not micro'ed. The Channel spells probably wont burn it, but it may lead the hero into choosing less desirable skill in a more difficult spot.

All in all if you want Damage upfront the Channelling will be better but if you want utility and damage then go with dom magic. Curses imo isnt useful unless you ARE the physical.

Wielder Of Magic

Lion's Arch Merchant

Join Date: May 2008

Netherlands

The Saviors Of [EviL]

D/

Quote:
Originally Posted by Jeydra View Post
Bump this old topic ...

Assuming all I want now is a high-spec Unyielding Aura with some bar push (which is served by Divine Healing + Heaven's Delight for the moment, I might try Sig Devo and Divine Intervention if more turns out to be necessary), what is the best option for damage?

Channeling Magic (I don't have physicals though so Splinter is that much weaker)?
Curses (Weaken Armour will be useful, as will the enchant removal, not much left though)?
Domination Magic?